Search found 9 matches

by Aquitaine
Tue Jul 01, 2014 5:28 pm
Forum: Tech Support
Topic: Interrupting base construction ship after escape
Replies: 0
Views: 48

Interrupting base construction ship after escape

<t> Not sure if this is a bug or WAD but it's inconsistent.<br/> <br/> I have a new colony. I send a construction ship to build a big 'ol monitoring station/defense base over it. It takes a while. That's fine.<br/> <br/> 50% of the way through, pirates attack and the construction ship moves off to e...
by Aquitaine
Sat Jun 28, 2014 6:22 pm
Forum: The War Room
Topic: How-To Fleet Posture
Replies: 106
Views: 7871

RE: How-To Fleet Posture

<t> It seemed to me that you were able to designate an arbitrary range (rather than 'sector' or 'nearby systems') by using the 'set target.' <br/> <br/> Is it the case that 'set target' doesn't actually cause the fleet to go and attack the target right away? If so, perhaps it should be called someth...
by Aquitaine
Sat Jun 28, 2014 1:24 pm
Forum: The War Room
Topic: How-To Fleet Posture
Replies: 106
Views: 7871

RE: How-To Fleet Posture

<t> Just found this threat and it has some great information in it, but one question: is it still possible to manually specify the range of a fleet? The 'set attack target' now seems to require a specific target - it doesn't seem to be used to indicate fixed ranges. The map of overlapping red (attac...
by Aquitaine
Sat Jun 28, 2014 1:16 pm
Forum: Distant Worlds 1 Series
Topic: Dealing with multiple designs of the same role
Replies: 5
Views: 117

RE: Dealing with multiple designs of the same role

I know I can retrofit manually from the ship list. My question is whether I can tell automated fleets to follow an upgrade chain rather than having to intervene in every instance.
by Aquitaine
Sat Jun 28, 2014 12:44 pm
Forum: Distant Worlds 1 Series
Topic: Dealing with multiple designs of the same role
Replies: 5
Views: 117

Dealing with multiple designs of the same role

<t> I think I know the answer to this but want to make sure I'm not missing something.<br/> <br/> I have two cruiser designs. One is a gunboat for pewpew and the other is an assault ship for taking things over. Mostly I want gunboats.<br/> <br/> Is there any way to tell the game that I only want ass...
by Aquitaine
Fri Jun 27, 2014 11:10 am
Forum: Distant Worlds 1 Series
Topic: Final Word: Starports vs. Starbses
Replies: 48
Views: 1841

RE: Final Word: Starports vs. Starbses

<t> My understanding is that there is no difference to a human player between 'star base' and 'defense base' - only 'star port,' which tells freighters to 'fill me up with all the things' and every other orbital base type, none of which have any special role unless you put the AI in charge of buildi...
by Aquitaine
Fri Jun 27, 2014 10:20 am
Forum: Distant Worlds 1 Series
Topic: Final Word: Starports vs. Starbses
Replies: 48
Views: 1841

RE: Final Word: Starports vs. Starbses

ORIGINAL: necaradan666

You keep saying starports instead of star bases... Way to confuse the guy haha

*brain explode*
by Aquitaine
Thu Jun 26, 2014 11:43 pm
Forum: Distant Worlds 1 Series
Topic: Final Word: Starports vs. Starbses
Replies: 48
Views: 1841

RE: Final Word: Starports vs. Starbses

<r> <QUOTE><s>[quote]</s>ORIGINAL: pycco<br/> <br/> <br/> 1. i build 1 space port per 4 sectors, the one above my HW is a massive construct. the HW port has all the research labs and 30+ construction yards. for the other planets i build a smaller port mainly for refueling, repairing and eases of tra...
by Aquitaine
Thu Jun 26, 2014 8:23 pm
Forum: Distant Worlds 1 Series
Topic: Final Word: Starports vs. Starbses
Replies: 48
Views: 1841

Final Word: Starports vs. Starbses

<t> In going through the various introductory tomes, guides, and videos, there is one subject that I can't quite wrap my head around: the function of star ports versus star bases.<br/> <br/> I get that star ports have a special, built-in role as resource repositories and that you should 'not have to...

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